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Litherain-XIII

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Everything posted by Litherain-XIII

  1. Atm from wat i saw, 4D was returned to its former iteration before the CP era in which it no longer floats on hit and instead causes them to be in stun state like how CH 6C does currently in CP but the stun time is pretty long from the vids ive seen. its long enough for her to CH 4D > reload > 5B > 6A > combo. So basically its like CS2 4D except it has no fatal counter. it still seems to be over 25 frames on startup and its invuln was stated to start on frame 4. idk how long the invuln last unfortunatley. Also side note on the case of invuln on our drives this is a list from changes they last tested for the drives: ・2D無敵遅く(1F足無敵→5F足無敵) ・4D無敵遅く(1F体無敵→4F体弾無敵) ・6D無敵早く(7F体無敵→4F体弾無敵)
  2. Hey Luna you can still go into 22B oki in the corner ive seen it once in a vid (cant find it atm it might be on a twitch archive iirc) http://www.twitch.tv/fantasistaokayama/v/26483776 check this out noel is mostly past 8:00:00 part of the vid i think its in one of those matches against litchi
  3. j.2C air recovery frames is definitely faster than it use to be. she was able to do sj.C > j.2C > late falling j.C where atleast 1 or 2 hits of j.C came out before she landed to the ground. this wasnt possible in CP as she woud always get the startup frames out but never the flares doing the same action she would need to be higher and normally required a double jump to get this to happen in CP so this confirms j.2C recovery frames. also may hint at a possible new combo route in corner after j.2C corner wallbounce Also OD combo off spring raid is possible with 6C as a follow up. not favorable imo but its something. Heres a combo with the j.2C wallbounce involved using j.C as a follow up
  4. ok Mr. LiveWire. i believe you're having an execution problem in general with all said problems. with the throw combo regarding azrael, kagura and bang all provided ways to do the combo does work on them as i tested them myself. i think the key issue is your execution on doing the super jump j.2C part in general as i find it help full to always input that rather on the fast side of things after 5c on the earliest frame possible. any kind of delay will offset them usually. causing the j.4D to whiff if j.2C hits moderately fast enough or causing j.2C to whiff if done too slow. id say practice on the executing the sj.2C part and that should kill the issue you're having with those 3 characters. i have a little exercise you can use to help practice your execution on that specifically. pick rags as your dummy in training mode and do the following upclose on rags midscreen: 5A > 5A > 5B > 6A > sj.2C > j.4D > 22C > dash cancel > 6C (no microdashing on executing 6C just the dash cancel after 22C) now assuming you do this right, 2 things will happen to indicate you are doing the correct form of sj.2C or you're doing it wrong. if done right then when you get to the 22C part and dash cancel into 6C it should hit the opponent without you having to microdash into the 6C to make up distance because the sj.2C > j.4D part will already put you close enough to not have to microdash 6C. if you did the sj.2C part wrong then once you get to 22C > dash cancel into 6C part it will drop and 6C will whiff because you're not in range which will indicate you didnt execute the sj.2C part fast enough. also when doing sj.2C you wanna always try to do it jumping forward and not just straight up like for example this would be the idealistic input for you to do it consistently imo ~ 23692C~ ( if you're doing 23682C then that may cause some problems with spacing so try adjusting to the 9 direction if you havent yet). ok now for the 2nd part on the corner throw combo with rags, this is also an execution problem on you midcrodashing i think youre not microdashing the 66C > 4D part right. as that usually is wat causes it to drop from what i know. either you didnt microdash the 6C before the 4D or you did 4D too slow. the microdashing takes some time to get down double tapping forward as fast as possible after 236C will help you save height off the ground causing the 4D part to hit more consistently. learning the recovery frame window is helpful so watch out for cues when doing combos it gets some ppl by. now for some alternatives for both situations i addressed: azrael , kagura , bang midscreen alternative - B+C > 214A > 2B > 6C > 5D > d.5C > d.6A > d.5C > d.5B > d.236D 3052 damage / 21 heat gain corner throw combo on rags - B+C > 2B > 6C > 6B > 4D > 214D > 5C > 236C > 6C(2) > 6B 22BBBBBBBB~ 3.1k ~ 3.2k(max 22B bullets) / 23 heat gain
  5. a few notes i have from vids: J.D regained its forward momentum. no longer stationary like its CPEX counterpart d.6B is still in the game. Seems to still count as an OH or players are still intent on high blocking it otherwise. she has the ability to still do certain combo paths via > d.6A > d.6B > d.5C > d.6B > chamber shot. her d.6B OS still works. she can still go into j.B > d.6B on landing frames and the d.6B still counts as an OH so this must mean she still has drive mix ups as also evident in other matches i seen where a few noels start to apply d.6B in her drive pressure / mix ups. Chamber shot appears to have shorter recovery time.... need second opinon drive starter 5D still has no invuln - in case you were wondering. 4D > d.2D > d.6A > d.5B > 236A > dash cancel > 5B > 5C > j.C~ this works. did 2478. her cmd throw Muzzle flitter now does 1200 raw damage instead of 1600. 400 point difference. crouching hit confirm 2A > 2B > 2C > 5C > 3C doesnt work anymore. 3C gets blocked after the 5C even with opponent in crouching hitstun. this may indicate 3C combo routes are almost dead if on short starters. ive seen it work on another confirm iirc it was a 5B starter. ill check later. OD > 5B > 5C > 5D > spring raid > 5C no longer works. opponent tech right before 5c can hit them. OD combos are dead...? RIP...smh... on confirms into revolver blast > j.2C followup there seems to be a consistency problem with j.2C hitting opponents it tends to whiff in some instances so far as ive seen otherwise it normally connects in other cases. CH 5C > 214A punish combo so far has led up to 4.3k but was unfinished but was near the end of the combo. im expecting around 4.5k at the max. There's a blockstring involving noel doing 5A > 2A > 2C > 2A (after 2C recovery frames) 2C might have better frame advantage (maybe +2 or +3 not sure also 5A hits haku while hes blocking low. her 5A still hits crouchers but is character specific now imo) this is an educated guess based on the fact that hakumen's blocking frame animation (the blocker of the pressure string) did not change or flinch with his blocking animations in between the 2C recovery frames and the 2A follow up and was also normal blocking without barrier or IB. In her CP era counterpart, 2C > 2A would force a block animation to switch into a crouching animation then back into a blocking animation again in between the 2C and the 2A follow up from noel. this alone led me into 3 conclusions either her 2C is more plus on block or its recovery frames is faster or lastly her 2A is faster than 6 frames on startup (this i kinda doubt to be the case so im leaning on the aforementioned) seen 5B catch jump outs after a 2C on barrier block. 5B > 2C (on barrier) > 665B catch her opponents jump out attemp. tested on CPEX and i couldnt get the same situation to be dupicated. this for me kinda confirms my suspicion on 2C's frame advantage being increased now. its more than likely now imo.
  6. Holy shit bruh dat 6D! O_o ..... dayum son that shit is amazin....... we in there with that move man jesus christ! also i might be crazy but it seemed like 5B might have gotten a range buff at beginning of 3rd round 3:22 jin was already backing up and she did a micro dashed 5b and it seemed like it normally wouldnt touch jin in that situation idk but i want a 2nd opinion
  7. Tentative Noel combos from the CF loctest - Midscreen - ・2B>6A>dlhjC(2HIT)>jD>5C>6A>5C>22BC>dc>6C>5D>6A>5C>22B(multi) ・2B>6A>6C>6D>4D>A Optic>dc>sliding 6C>5D>5C>6B>5C>6B>BT First one might be character specific Part 2 - Corner - ・2B>6A>hjC>jD>6B>5D>22BC(B whiff)>dc>6C>4D>AT>22B(multi) ・2B>6A>jC>j2C>air dash j2C>jD>6D>5C>6A>5C>22B(multi) ・5B>5C>forward hj2C>jD>6A>6B>4D>AT〜 Seemingly they buffed her j.2C
  8. Yeah me too. 6D seems to be a viable option for neutral not to mention we can most likely still use OB to cancel it on hit, block or whiff which is good and might be a safe way to get in occasionally if we still +2 on block from it. The input change for RB was kinda obvious also 22b and 22c now have no smp may spark a return of some variations of her Haida loop that could possibly replace her old cp Era corner push methods. The changes still do look scary overall but those buffs do have some good impressions for me. I'm very excited about the 6D neutral thing being basically the new 5d from the old cs1 days kinda funny
  9. Noel: 2D motion has changed, it's now a short jump over a short distance. 6D motion has changed. It now moves forward a long distance to attack, and she low-profiles during the animation so she has body and projectile invulnerabiliy during the period. 4D has gained projectile invulnerability. 6C fully combos both hits on a standing opponent. Revolver Blast input has changed, reducing accidental input
  10. on #2 - ok here's basically how you can fix it on Nu-13 , lambda , and tsubaki using Luna's combo on them with a slight adjustment : Original - 6B > 5D > d.5C > d.6C > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22 Adjustment version - 6B > 5D > d.5C > d.6C > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > 22C > 6C(2) > 6B > 22 3.6k / 27 Heat - 3.7k if you max out the 22Bs (dash cancel off the 22C is optional but not required) on #3 - here's an alternative for tager does 5.3k if you want : 5C > 214A > 2B > 6C > 6B > 6D > d.6B > 214D > 665C > 236C > 66C(2) > 6B > 22 EDIT : theres a way to get 5.4k instead with said combo : 5C > 214A > 2B > 6C > delayed 6D > d.6B > 214D > 665C > 236C > 66C > 6B > 4D > 236D > 66C(2) > 6B > 22 EDIT #2 : here's a 5.6k version as well: 5C > 214A > 2B > 5C > sj.C(3) > j.D > d.2D > d.6A > d.5C > d.5B > 236C > 66C > 4D > 214D / 236D > 66C(2) > 6B > 22
  11. for #2 - a simple solution to this problem against those 3 when comboing in the corner is by adding d.5A at the end of that string before you do 22B ( j.4D > d.5C > d.6A > d.5C ) and it will allow the 22b to connect on them easily. another alternative is to use d.6A to then immediately go into 22B however this method is more so for quick 22B transitions in certain kind of combos that you run into that calls for it. for #3 - assault through works on all said characters you just need to delay the 214D itself in general. some may vary on further delay time like noel for example but it still works on her and tager as well. just practice delaying 214D and you should get the same results without having to completely change the nature of the combo in the corner.
  12. yeah thats shino. if you search him up on YT and read his kanji gamer tag its the same as in the video you posted
  13. try adding a 5C after the 5B then do j.2C that should solve your issue
  14. hmm.... i need to stop listening to music..
  15. i doubt it otherwise itll seems like a waste of time to even put out the english version on disc or on psn june 30
  16. and wat that also means is that perhaps they dont have the money to get stuff like that done on the go to some fancy studio and thus is why it was taken off to begin with until they can either afford it or get it done for cheaper when plausible as a company. they aint bill gates rollin in doe every mornin as they walkin into any building. but still....fuck ASW
  17. Found a corner switch combo for noel. can be pretty useful i recommend considering it for the sake of putting the opponent in corner with oki instead of midscreen. apologies in advance for my poor quality. we poverty in this bitch. brotha got bills son. https://www.youtube.com/watch?v=I0yOYHGdY44 Notations: 5A > 6A > 6C > delayed 6D > d.6B > AST > 665C > 236C > 66C(2) > 6B > 22B~ 2.4K / 18 heat
  18. its wrestlemania (EVO). BB is basically John cena lets face it
  19. yeah thats just about all im hearing from you. mhm... _-_
  20. bruh..... why you hatin? you take less damage from the drill if you dont block it anyway and to be honest if amane gets a level 3 drill on you and you taking a 2 to 3k damage chip from it thats YOUR fault not amane's because thats the premise with him. you either out beat him in neutral and learn the match up to exploit his weaknesses as a character or you simply lose to his gameplan that is around chip damage. simple as that. take your vent ball that shit up and put it back in yo pocket son. deal with it like the rest of us. dont become another star demon
  21. CORNER THROW COMBOS THROW > 2C > 5C > J.2C > J.4D > D.5D > D.6A > D.5B > 236C > 6C(2) > 6B > 22B ~. 3.4K / 25 HEAT THROW > CRUSH TRIGGER > 2C > 236C > 66C > 4D > AST/BT > 66C(2) > 6B > 22B ~. 3.9K / 19 HEAT
  22. a few combos ill share that i found. (considered towards optimal until further better ideas) 2B STARTERS IN THE CORNER. 2B > 2C > 5C > 3C > 22C > 5B > 236C > 5C > J.2C > J.4D > D.5C > D.6A > D.5C > D.5A > 22B > 2B > 6C(2) > 6B > 22B ~. 3.5K / 26 HEAT ( NEEDS CROUCHING OPPONENT. PRETTY GOOD FOR 6D > RC > 2B MIX UPS) 2B > 6A > J.2C > J.4D > D.5D > D.6B > D.5D > 22BC > 5C > 236C > 6C > 6B > 4D >AST/BT > 6C(2) >6B > 22B ~. 2.8K / 20 HEAT ( SECONDARY COMBO ON STANDING OR CROUCHING. DASH CANCEL AFTER 22BC IS UNNECESSARY. NOT DOING THE DASH CANCEL CAN MAKE THE COMBO MORE CONSISTENT SINCE THE DASH WILL THROW CERTAIN CHARACTER HITBOXES OFF THE CHAMBER SHOT FOLLOW UP AND CAUSE IT TO WHIFF. NON DASH CANCEL IS RECOMMENDED) CORNER TO CORNER COMBOS WITH 22B OKI 6A > J.2C > J.4D > D.6D > D.5C > D.6A > D.5C > 22BC > DASH CANCEL > 66C > 5D > D.6A > D.5C > D.5A > D.5B > AST > 66C(2) > 6B > 22B ~. 3K / 22 HEAT (ON RACHEL & ARAKUNE SLIGHTLY DELAY THE AST) 2B > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > d.5A > 22BC > DASH CANCEL > 66C > 5D > d.6A > d.5C >d.5A > d.5B > AST > 66C(2) > 6B > 22B ~. 2.7K / 20 HEAT ( BEST 2B CORNER TO CORNER COMBO I CAN FIND) 6A > J.2C > J.4D > D.2D > D.6A > D.5C > D.5A > 22BC > DASH CANCEL > 66C > 5D > D.6A > D.5C > D.5A > D.5B > AST > 66C(2) > 6B > 22B ~.2.8K / 20 HEAT (STANDARD VERSION I USE) VARIOUS CORNER COMBOS 6C > 2C > 5C > 236C > 662A > 5C > J.2C > J.4D > D.5D > D.6B > D.5B > D.5D > 22BC > 6C > 4D > AST/BT > 66C(2) > 6B > 22B ~. 3.5K / 25 HEAT (THE 662A FOLLOW UP IS HARDER ON SOME CHARACTERS SUCH AS RAGNA BUT EASIER ON CHARACTERS WHO ARE SEEMLY SHORT LIKE NOEL SO THE EXECUTION ON IT VARIES FOR OPTIMAL DAMAGE OTHERWISE CUT OUT 5C AND GO STRAIGHT INTO 236C AFTER 2C FOR EASE OF EXECUTION. 2C > 3C > 22C > DASH CANCEL > 5B > 5C > j.2C > j.4D > d.5C > d.5B > AST > 5C > 236C > 6C(2) > 6B > 22B ~. 3.5 ~ 3.8K / 28 HEAT ( SPECIFICALLY FOR CALLING OUT A RAGNA 5B AT ROUND START WITH 2C AND POTENTIALLY FOR OTHER CHARACTERS AS WELL ON COUNTER HIT. THE 2C START OFF WILL LOSE TO RAGS 5C OTHERWISE ITS AN OK WAY TO START OFF AGAINST HIM. USE WITH DISCRETION.)
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